Ox: Knocks aside all enemies in his path and causes damage. Immune to Slow, Root, and Knockup effects. Damage: 50/90/130/170/210.

Cost: 65/70/75/80/85. Cooldown: 15s

Somersault Cloud

Sun Wukong leaps up onto his cloud, leaving a perfect decoy of himself behind to fight. While on the cloud Sun Wukong is invisible and regenerates health. He may leap off before the cloud duration expires, dealing damage to enemies. The decoy has all of Sun Wukong’s current stats, but only 50% of his physical power. If the decoy dies before it’s timer expires, Sun Wukong becomes visible on his cloud. Leap Damage: 140/190/240/290/340. Cost: 100. Cooldown: 90s

New Skins:

Sun Wukong Silver Sage

The character card for the Jingle Hel skin has been updated. The Jingle Hel skin is seasonal, and thus not available for sale at the present time.

Voicepacks:

Sun Wukong

Sobek (includes Pirate Sobek if you also own the Pirate skin).

Worshippers and God Rank

The rate at which worshippers are gained has been changed:

Conquest

You now gain worshippers at a rate of .25 per minute.

Winning a match gains you 5 additional worshippers.

All other game modes

You now gain worshippers at a rate of .2 per minute.

Winning a match gains you 4 additional worshippers.

League

You gain worshippers at a rate of .3 per minute.

Winning a match gains you 5 additional worshippers.

The god mastery ranks have been changed:

Mastery Level 1 = 50 Worshipers

Mastery Level 2 = 155 Worshipers

Mastery Level 3 = 260 Worshipers

Mastery Level 4 = 365 Worshipers

Mastery Level 5 = 470 Worshipers

Mastery Level 6 = 575 Worshipers

Mastery Level 7 = 680 Worshipers

Mastery Level 8 = 785 Worshipers

Mastery Level 9 = 890 Worshipers

Mastery Level 10 = 1000 Worshipers

General:

Leagues

Smite Leagues allow players to compete against each other in Arena and Conquest during month long seasons. At the end of each season, players that have qualified with ten played matches are then evaluated and placed in a league tier based on their performance on the leaderboard. When the season ends, the scoring for the top 10 wins for each player is aggregated, with the top 20% of each tier graduating to the next tier. The bottom 20% are moved down to the next lowest tier. The rest of the participants stay in the current tier. Player rankings are then reset and the new season starts.

For the first season, everyone will be placed into the Bronze league with the top 20% moving up to the next tier when the season ends. The bottom 20% in the Bronze league will remain in the Bronze league. The rest of the leagues will be populated each season as players begin to shift among the tiers.

League tiers:

Bronze

Silver

Gold

Platinum

Diamond

In the near future qualifying participants will earn special rewards for competing in the Leagues. Each tier will have special rewards associated with them.

The respawn timers for players during matches in Conquest have been changed:

OLD

4 + (Level * Level * .1) + (# minutes in match + .9)

Capped at 60s.

NEW

Level * 3

Minimum respawn time of 5 seconds.

After the match has gone 30 minutes, an extra 1s is added to all respawn times every minute.

The amount of gold gained for killing players has been changed:

The gold bonus for the first kill on a god in a match (First Blood) has been increased from 100g to 200g.

Phoenixes that respawn now deal 50% less damage and have 50% reduced max health. They still spawn at 25% health.

Players may now customize the Cast Mode for each ability on a god using the Skill Menu (“K” Screen).

Jump has been added on Ares, Ao Kuang, Anubis, Bakasura, Bastet, Fenrir, Hun Batz, Poseidon, Isis, Chronos, and Sun Wukong. In addition, a variety of cleanups and bug fixes have been implemented for the jump functionality, including:

Fixed ground speed to airspeed discrepancy when jumping.

Fixed an issue in which jumping air control was retained after being knocked up, causing players to be able to “steer” themselves through the air.

Fixed animation “freezing” when being knocked up while jumping, and when being hit while jumping.

Jumping now interrupts melee hit progressions.

Being affected by slows and roots should now happen immediately when jumping. For stuns and other loss of controls you retain your previous momentum until landing. Note: entering pulsed area of effects (ex: Anubis Grasping Hands) will still wait until the next pulse before they affect you, just like they do when you are on the ground.

Characters should no longer resume some of their casting animations after landing.

The God Screen now features the ability to search for a god by name.

The End of Match screen has undergone visual improvements.

An issue has been fixed that was causing player deployed walls to block line of sight from towers.

The cap for crowd control reduction has been increased from 30% to 40% and items can stack up to that amount.

The new god rotation is Apollo, Bacchus, Chronos, Hun Batz and Odin.

“K” Screen Usability Improvements.

Increased VGS flood protection trigger by 1 (4 to 5).

Increased Ping flood protection trigger by 1 (8 to 9).

Improved End of Match Lobby visuals.

The Jungle Furies and Cyclops have undergone art revisions.

Minimum Surrender time has been increased to 15 minutes.

Fixed an issue in which certain gods would play their intro animations and voice effects twice.

Fixed an issue where some gods would instant cast their ability if interrupted previously.

Fixed a few issues where Ares would get a free passive stack.

Fixed an issue where Auras purchased while dead would persists on the spot where you died.

Fixed Hide of the Urchin and Mail of Renewal not granting assists stacks in Arena.

Fixed an issue with rank 1 & 2 of Beads not cleansing out of Banish.

Fixed an issue where Sobek’s collision was too big while he was in Lurking Waters.

Fixed an issue where players could get stuck in collision from Arachne Cocoon.

Fixed an issue with being not being able to sell an item that has a cooldown on it’s passive.

Minor UI changes around the match accept process.

Fixed a bug in which the death camera would allow you to see under the game world.

Performance improvements for those players running at Low Texture Detail. (Improvements have been made on many but not yet all of the gods -- expect further improvements in future releases).

The Level of Detail options on the SETTINGS menu have been renamed to Low, Medium, High, Very High, Maximum.

Several of the game’s files have been technically re-organized. For new players, this means the initial download will be smaller than previous. However, the patch for this release will be larger than normal while we do a one-time adjustment to this new system.

Minion arrows have a more glowy treatment, which especially helps with visibility while spectating.

Added fading to foliage and trees to help control popping.

Spectator:

Made many refinements to the Conquest map art for cutting away environment meshes that get in the way of spectating. These elements cut away with the ‘U’ key or automatically when in Directed or Assisted mode.

Refined the UI to reflect the three spectator modes:

Manual: Free cam for roaming the map.

Assisted: Overview camera that shifts its pitch angle as the camera rises and falls. When in assisted mode, the camera will not auto-choose a new target. Users will need to click on players on the scoreboard or on the minimap to follow the action. When pinging the minimap within an area with many players, the player who is farthest in the back will get focus so that team fights can more easily be watched.

Directed: Will automatically update players to watch as the match progresses.

While in overview camera, the yaw of the camera will automatically rotate as the camera roams the map.

While in overview camera, players can supplement the yaw up to 45 degrees in each direction by holding right mouse and dragging the mouse.

Minion health bars show up for a longer distance.

Raised the lowest height where the overview camera can drop. This allowed us to better control which elements of the map art to hide for better spectating views.

The “F” key will resume Directed mode immediately if the camera pulled away from it. In Assisted mode, it will choose the back-most player near the current camera location.

When in overview camera mode, the yaw view rotation gets reset when the minimap is pinged.

Made a number of tweaks to environmental art to help with meshes popping in and out.

The ‘R’ key flips between third-person and overview camera modes when in Assisted or Directed spectating mode.

‘F5’ will toggle the visibility of the bottom spectator info panel.

Items:

Ankh

Tier 2

The Attack Speed has been removed.

The Physical Protection has been increased from 20 to 25.

The Health has been increased from 200 to 250.

Ankh of the Golem

The Attack Speed has been removed.

The Physical Protection has been increased from 25 to 35.

The Health has been increased from 350 to 550.

Ankh of the Bear

The Attack Speed has been removed.

The Physical Protection has been increased from 40 to 55.

The Health has been increased from 250 to 350.

Book of Thoth

This item now builds up to 75 stacks and now gains 5 stacks for a god kill and 1 stack for a minion kill.